Runling Run 4 - Boss Fight Details
Bot 2000
The Bot2K is programmed on a 10 second repeating timer. Every time this timer expires, the Bot will execute some action:
- First, the Bot will check if it should throw rocks. This requires two conditions: The laser must have <= 325 energy and there must be no more than 2 energy cubes on the floor. (Note that this means hoarding energy cubes on your head will make him throw rocks faster than dumping them all into the laser.) If these checks pass, there is a 60% chance he will go and throw rocks.
- If he decided not to throw rocks, there is a 75% chance (of the remaining 40% chance, so 30% overall) that he will shoot blue drones at a player. I am not certain, but I believe he will target the living player of the highest number in the game (e.g. if there are 10 players, he will target player 10; this number is determined by your order in the lobby from top to bottom).
- So 10% of the time he decides not to throw rocks, and he also decides not to launch blue drones. That means he will spawn chasers if none exist currently. Since these actions are on a 10 second timer, on average you will wait 100 seconds for chaser drones to spawn. In addition, the bot will always move targeting a player here, following the same rules as above.
A coin is flipped every 15 seconds. If chasers are active, this coin flip determines whether or not the chasers will be destroyed. (Chasers must last at least 10 seconds due to an additional check that is performed). So on average, chasers will last around 40 seconds.
Odin
Like the Bot, Mr. Odin is also programmed on a 10 second repeating timer. Each time the timer expires, he will go through the following sequence, unless the water is up. If the water is up, he will prioritize killing pipe caps.
If Odin fires a volley at you, the blue drones wont hit you if you stand directly in front of the Odin.
The Odin's arms are not part of his hitbox, so you can run underneath them without dying.
Every 1 second, the 4 electrically charged areas in the water will try to zap players or the Odin. Priority is Player 1, Player 2, ... Player 14, Odin.
Repairing pipe caps with multiple players linearly scales the repairing speed. E.g., 3 players will repair a cap 3 times as fast as 1 player.
If you die on a pipe cap, be sure to exit and re-enter the repair region to re-trigger the repair behavior. No check is performed within the game's script when you are revived on a pipe cap repair zone.
Pipe caps have 5 HP. Odin appers to deal 1 damage per shot, however, pipe caps will die in a maximum of 4 shots. Therefore, you only need to repair each pipe cap to 5/6 HP bars for it to tank all 4 hits.
The Odin will always target pipes in a clockwise fashion from the top left. Targeting is checked when a pipe cap is killed (and when the water fills up).
*The holes in the middle that shoot lightning also spawn drones. This is due to the fact that there are many glitchy places in the map where drones do not bounce properly, and there are some (partially functional) triggers in place to remove such glitchy drones. To keep the overall number correct, these drones must re spawn somewhere.
When firing missiles, the Odin selects 13 quasirandom points from each half of the map (on the uphill portions) as targets for his missiles. Of these targets, 4 will be chosen to spawn energy cubes (in a highly unrandom fashion but that appears random enough).
Like the Bot, Mr. Odin is also programmed on a 10 second repeating timer. Each time the timer expires, he will go through the following sequence, unless the water is up. If the water is up, he will prioritize killing pipe caps.
- If drones need to be created, he will spawn additional drones. See below.*
- Very similar to Bot2K, he will check if he should launch missiles. The base criteria are that the generators must not both be full and there must be no more than 2 energy cubes on the ground. Again, if these criteria are met, there is a 60% chance the Odin will launch missiles.
- If he decided not to launch missiles, there is a 25% chance (10% overall) he will launch two exploding blue drones at a player. He will always target the living runling closest to himself.
- If he didn't shoot exploding blue drones, there is a 67% chance (20% overall) that he will instead fire a volley of little blue drones, also targeting the closest living runling.
- In the case that none of the previous 3 actions occurred (10% overall), Odin will simply cycle targets, in the same manner as Bot2K.
If Odin fires a volley at you, the blue drones wont hit you if you stand directly in front of the Odin.
The Odin's arms are not part of his hitbox, so you can run underneath them without dying.
Every 1 second, the 4 electrically charged areas in the water will try to zap players or the Odin. Priority is Player 1, Player 2, ... Player 14, Odin.
Repairing pipe caps with multiple players linearly scales the repairing speed. E.g., 3 players will repair a cap 3 times as fast as 1 player.
If you die on a pipe cap, be sure to exit and re-enter the repair region to re-trigger the repair behavior. No check is performed within the game's script when you are revived on a pipe cap repair zone.
Pipe caps have 5 HP. Odin appers to deal 1 damage per shot, however, pipe caps will die in a maximum of 4 shots. Therefore, you only need to repair each pipe cap to 5/6 HP bars for it to tank all 4 hits.
The Odin will always target pipes in a clockwise fashion from the top left. Targeting is checked when a pipe cap is killed (and when the water fills up).
*The holes in the middle that shoot lightning also spawn drones. This is due to the fact that there are many glitchy places in the map where drones do not bounce properly, and there are some (partially functional) triggers in place to remove such glitchy drones. To keep the overall number correct, these drones must re spawn somewhere.
When firing missiles, the Odin selects 13 quasirandom points from each half of the map (on the uphill portions) as targets for his missiles. Of these targets, 4 will be chosen to spawn energy cubes (in a highly unrandom fashion but that appears random enough).
Diablo
Chaser drones deal 200 damage per hit to Diablo and his hit points are calculated based on the number of players as follows:
As you can see, the HP scaling is not very forgiving for fewer numbers of players in the lobby. With any more than 5 players in a lobby, you're going to need 10 hits total to kill Diablo, so in general the more people you have, the easier the kill will be.
With 10+ players, it is possible to kill Diablo in 1 shot.
When it comes to Diablo's AI, I've got a surprise! It's programmed on a 10 second repeating timer exactly like the other two bosses. Here's the sequence of actions each time:
The lava is programmed on a 30 second periodic timer. For the most part, you can expect lava to come every third cycle of this timer. However, there is a 1/16 chance it will occur on the first cycle, and a 1/8 chance it will occur on the second cycle.
Every 15 seconds, an additional drone is spawned up to a maximum of 50. Note that I have not yet found a trigger that spawns a drone what a player dies, however, many players have noticed and attested to this occurrence, including myself. I will keep looking.
Chaser drones spawn frozen in place for 2 seconds. After 10 more seconds, the 5 second countdown is displayed. Thus, chaser drones life span is 17 seconds, 2 of which are frozen, and 15 of which are chasing you.
Diablo seems to prioritize targeting lower-numbered players, opposite from the Bot2K, but I haven't yet confirmed this.
Chaser drones deal 200 damage per hit to Diablo and his hit points are calculated based on the number of players as follows:
- 1300 = 7 Hits
- 1400 = 7 Hits
- 1500 = 8 Hits
- 1600 = 8 Hits
- 1700 = 9 Hits
- 1850 = 10 Hits
- 1900 = 10 Hits
- 1950 = 10 Hits
- 2000 = 10 Hits
- 2000 = 10 Hits
- 2000 = 10 Hits
- 2000 = 10 Hits
- 2000 = 10 Hits
- 2000 = 10 Hits
As you can see, the HP scaling is not very forgiving for fewer numbers of players in the lobby. With any more than 5 players in a lobby, you're going to need 10 hits total to kill Diablo, so in general the more people you have, the easier the kill will be.
With 10+ players, it is possible to kill Diablo in 1 shot.
When it comes to Diablo's AI, I've got a surprise! It's programmed on a 10 second repeating timer exactly like the other two bosses. Here's the sequence of actions each time:
- If chasers are active, exit this sequence (which means just continue chasing players around).
- A counter is incremented. Every fourth cycle chasers will spawn.
- There is a 30% chance that he will perform his charge attack.
- There is a 25% chance (overall) that he will perform his golden swarm attack.
- There is a 25% chance (overall) that he will perform his fire nova attack.
- There is a 20% chance (overall) that he will perform his blue drone spiral attack.
The lava is programmed on a 30 second periodic timer. For the most part, you can expect lava to come every third cycle of this timer. However, there is a 1/16 chance it will occur on the first cycle, and a 1/8 chance it will occur on the second cycle.
Every 15 seconds, an additional drone is spawned up to a maximum of 50. Note that I have not yet found a trigger that spawns a drone what a player dies, however, many players have noticed and attested to this occurrence, including myself. I will keep looking.
Chaser drones spawn frozen in place for 2 seconds. After 10 more seconds, the 5 second countdown is displayed. Thus, chaser drones life span is 17 seconds, 2 of which are frozen, and 15 of which are chasing you.
Diablo seems to prioritize targeting lower-numbered players, opposite from the Bot2K, but I haven't yet confirmed this.